Combat

Combat, just like in any other RPG, is a thing that happens while playing a game. Whether it be fighting with a bear for survival, beating down an evil tyrant, or just beating someone in a bar fight, combat is something that people just can't shy away from.

During each turn, whatever is acting has two Standard Aactions, and a Reactive Action to do with as they please. Most actions are Standard, but some actions, such as using an Ultimate Spell, are a Long Action which use both Standard Actions. There are certain things that don't count as an action, those are Free Actions.

Whenever you want to attack, there a couple of things that need to happen. You must declare your attack. This is very important because it lets the RM know who you're attacking, and how many times. This is to avoid confusion and cheating. The enemy must also be within range of your attack.After both of these things are true, however, you are free to make the attack.

If your roll is equivalent or lower than your Weapon Accuracy, the attack hits and the target needs to try to Defend. If you roll a Zero (0), then you Critically Hit. Crits are special, they are a Guaranteed Hit, which means the enemy doesn't get to defend, and have a special effect based on your Damage Type. If you roll a Ninety-Nine (99), you critically fail, or Botch. If you roll a Botch, you hit yourself, dingus, and take damage equal to the CAS modifier of the attack. The Botch damage is also a Guaranteed Hit.

Dual-Wielding is an art that some may chose to master, but it won't be an easy path. A character is considered Dual-Wielding when they are wielding a weapon other than a shield in both hands. This action is restricted, however, unless they take the Two-Weapon Fighting feat.

While Dual-Wielding, the scaling of both weapons goes down a stage, and the accuracy is reduced by 15%. If the weapons that you are using have no scaling, then the base damage is reduced by 4 instead. While dual-wielding you may chose to take an action to attack with both weapons at once, but the attacks receive a 1-% accuracy penalty. This penalty stacks with compounding.

The upside to Dual-Wielding is that when you are fully trained for this art, the damage output can be very high, even though the Stamina consumption will be high as well.